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Name: A-Z
Name: Z-A
Category: A-Z
Category: Z-A
Rarity: Lowest
Rarity: Highest
Updated: Oldest
Updated: Newest
Added: Oldest
Added: Newest
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grid_view
Schematic: Windwalker Sash
Schematic
A design for a monk's sash from a lost mountain temple.
Schematic: Windwalker's Dobok
Lifebound
Schematic
Assembly Schematic A design for a simple monk's gi. Requires Tailoring skill at rank 60.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
45
Schematic: Windwalker's Fighting Gloves
Lifebound
Schematic
Assembly Schematic A design for simple monk wristbands. Requires Tailoring skill at rank 66.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
45
Schematic: Windwalker's Legwraps
Lifebound
Schematic
Assembly Schematic A design for simple monk legwraps. Requires Tailoring skill at rank 66.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
45
Schematic: Windwalker's Sandals
Lifebound
Schematic
Assembly Schematic A design for simple monk sandals. Requires Tailoring skill at rank 60.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
45
Schematic: Windwalker's Scarf
Lifebound
Schematic
Assembly Schematic A design for a simple monk's scarf. Requires Tailoring skill at rank 60.
Schematic: Windwalker's Wristbands
Lifebound
Schematic
Assembly Schematic A design for simple monk fighting gloves. Requires Tailoring skill at rank 60.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
45
Schematic: Wolf Fang Earring
Lifebound
Schematic
The skills and knowledge necessary to create a wolf fang earring. Requires Jewelcrafting skill at rank 1.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
15
Schematic: Wooden Flute
No Trade, Quest Item
Schematic
A design for a carved wooden flute.
Schematic: Woodsman's Leather Boots
Lifebound
Schematic
Assembly Schematic An assembly pattern for a woodsman's leather boots. Requires Leatherworking skill at rank 1.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
15
Schematic: Woodsman's Leather Bracers
Lifebound
Schematic
Assembly Schematic An assembly pattern for a woodsman's leather bracers. Requires Leatherworking skill at rank 1.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
15
Schematic: Woodsman's Leather Breeches
Lifebound
Schematic
Assembly Schematic An assembly pattern for a woodsman's leather breeches. Requires Leatherworking skill at rank 1.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
15
Schematic: Woodsman's Leather Cap
Lifebound
Schematic
Assembly Schematic An assembly pattern for a a woodsman's leather cap. Requires Leatherworking skill at rank 1.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
15
Schematic: Woodsman's Leather Gloves
Lifebound
Schematic
Assembly Schematic An assembly pattern for a woodsman's leather gloves. Requires Leatherworking skill at rank 1.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
15
Schematic: Woodsman's Leather Jerkin
Lifebound
Schematic
Assembly Schematic An assembly pattern for a a woodsman's leather jerkin. Requires Leatherworking skill at rank 1.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
15
Schematic: Woodsman's Leather Pauldrons
Lifebound
Schematic
Assembly Schematic An assembly pattern for a woodsman's leather pauldrons. Requires Leatherworking skill at rank 1.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
15
Schematic: Wrap of Gossamer Flame
Schematic
An ancient scroll that contains the design for a martial cloth tunic. A skilled tailor may be able to use this. [Note: This item will become craftable in an upcoming update.]
Merchant Value:
circle
0
circle
0
circle
0
circle
52
circle
0
Scorched Adventurer's Hat
Magic, Unique
Head
Leather
48 Armor
+2 Dexterity
+2 Constitution
+10 Charisma
-6 Curse Resistance
Class: Warrior, Monk, Rogue, Cleric, Paladin, Wizard, Dire Lord, Ranger, Druid, Enchanter, Shaman, Summoner, Necromancer, Bard
Judging by the scorch marks, it seems to have done a poor job serving as the previous owner's lucky cap, but you get the sense that when they fell, they did so fashionably.
Merchant Value:
circle
0
circle
0
circle
0
circle
66
circle
15
Weight: 0.2
Scorched Bow Staff
Magic
Component
The scorched remains of an ancient, magical longbow. A skilled fletcher may be able to make use of these. [Not: This item will be used in rare crafting schematics that will be added to the game in an upcoming update]
Weight: 1.8
Scorched Diary
General
A scorched and tattered diary, the undamaged pages of which speak to its rather antique nature. While most of the writing is illegible, what can be made out indicates that it was a personal diary. The corners of some pages still have the smallest bit of gold leaf clinging to them in the simple decorative designs.
Merchant Value:
circle
0
circle
0
circle
0
circle
9
circle
60
Weight: 0.6
Scorpion Claws
Reagent
The claws of a large scorpion.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
8
Weight: 0.1
Scorpion Stinger
General
The stinger of a large scorpion. This may be of use to an alchemist.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
24
Weight: 0.2
Scorpion Venom Gland
Reagent
A venom gland from a giant scorpion.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
25
Weight: 0.2
Scout's Thick Leather Breeches
Legs
Leather
23 Armor
+3 Agility
+2 Dexterity
Class: Warrior, Rogue, Cleric, Paladin, Dire Lord, Ranger, Druid, Shaman, Bard
Simple leather breeches.
Merchant Value:
circle
0
circle
0
circle
0
circle
63
circle
75
Weight: 2.5
Scout's Thick Leather Cap
Head
Leather
11 Armor
+2 Dexterity
+3 Wisdom
Class: Warrior, Rogue, Cleric, Paladin, Dire Lord, Ranger, Druid, Shaman, Bard
A simple leather cap.
Merchant Value:
circle
0
circle
0
circle
0
circle
63
circle
75
Weight: 1.7
Scout's Thick Leather Jerkin
Chest
Leather
23 Armor
+2 Dexterity
+3 Wisdom
Class: Warrior, Rogue, Cleric, Paladin, Dire Lord, Ranger, Druid, Shaman, Bard
A simple leather jerkin.
Merchant Value:
circle
0
circle
0
circle
0
circle
63
circle
75
Weight: 2.9
Scout's Thick Leather Pauldrons
Shoulders
Leather
17 Armor
+2 Dexterity
+3 Wisdom
Class: Warrior, Rogue, Cleric, Paladin, Dire Lord, Ranger, Druid, Shaman, Bard
Simple leather pauldrons.
Merchant Value:
circle
0
circle
0
circle
0
circle
63
circle
75
Weight: 2.3
Scrap Metal
Material
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
15
Weight: 1.5
Scraps of Burlap Cloth
Material
A handful of burlap cloth scraps.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
4
Weight: 0.2
Scroll Of Blood Fiend
Scroll
Class: Dire Lord
Requires Level 10
Imbue your weapon with malefic power for 30 sec, causing Physical damage you deal to heal you for 100% of damage dealt, and restoring Essence with each strike. Healing effects doubled against Bleeding targets.
Weight: 0.1
Scroll Of Lifetap
Scroll
Class: Dire Lord
Requires Level 4
Corupt the target's blood and draw it out, dealing between 48 and 51 Curse damage and restoning your Health by 75% of the damage dealt. Additional Modifiers: CON, INT
Weight: 0.1
Scroll Of Sanguine Shield
Scroll
Class: Dire Lord
Requires Level 2
Convert your Essence into a shield, absorbing damage taken for up to 10% of your maximum Health for 10 sec.
Weight: 0.1
Scroll Of Touch Of Blood
Scroll
Class: Dire Lord
Requires Level 1
Touch the Essence of your enemy's life force. Draining life equal to your missing health, dealing damage equal to the amount restored.
Weight: 0.1
Scroll Of Vital Cage
Scroll
Class: Dire Lord
Requires Level 6
Cloak yourself in malefic power, absorbing the next source of spell damage and converting the damage that would have been dealt to you into Essence.
Weight: 0.1
Scroll of Boil Blood
Scroll
Class: Dire Lord
Requires Level 1
Compt an enemy with your Essence, causing their blood to boll and burst dealing minor Fire damage every 3 for up to 24 Boil Blood generates increased Threat with each tick.
Weight: 0.1
Scroll of Devour Dexterity
Scroll
Class: Dire Lord
Requires Level 5
Consume an enemy's Dexterity, decreasing it by 1 and empowering yourself with the absorbed amount for up to 5 minutes. Dexterity consumed increases with intellect. Increases threat.
Weight: 0.1
Scroll of Gift of the Five Feathers
Scroll
Imbues you with the spirit of the Five Feathers, propelling you forward and allowing you to glide until your feet touch the ground.
Weight: 0.1
Scroll of Provoking Phantoms
Scroll
Class: Dire Lord
Requires Level 1
Affict an enemy's mind with relentless appanitions and generate a moderate amount of Threat. Whenever you use an ability on the afflicted target that has an Essence cost, Provoking Phantoms will gain 1 stack up to a maximum of 20. Each stack will increase the amount of Threat you generete on the target with subsequent actions. You can only use Provoking Phantoms on 1 enemy at a time - using this ability on a new target will immediately remove the effect from the onginal target.
Weight: 0.1
Scroll of Sanguine Cloak
Scroll
Class: Dire Lord
Requires Level 7
Your bond with the Dire grows stronger, increasing your innate Resistances by 5. This is an Innate Passive ability and is always active withoutneeding to be memonzed.
Weight: 0.1
Scroll: Absorb Strength
Scroll
Class: Necromancer
Requires Level 12
Sap the target's Strength, decreasing it by 2 and empowering yourself with the absorbed amount for up to 15 minutes.
Merchant Value:
circle
0
circle
0
circle
0
circle
1
circle
0
Weight: 0.1
Scroll: Ambidextrous
Scroll
Class: Rogue
Requires Level 10
Gain unique bonuses based on your off-hand weapon type: - Piercing will increase Haste by 5%. - Slashing reduces off-hand damage penalty by 10%. - Blunt grants off-hand attacks 5% chance to Stun for 1 sec. - Fist Weapons increase the chance your toxins will proc by 5%.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
60
Weight: 0.1
Scroll: Arc of Light
Scroll
Class: Cleric
Requires Level 10
Restores the Health of an ally. After the heal occurs, jumps to the most injured group member within 20m. This ability will jump up to 2 times.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
50
Weight: 0.1
Scroll: Arcane Cords
Scroll
Class: Enchanter
Requires Level 4
Conjure arcane bindings to root your target in place for up to 30 sec. Damage dealt has a chance to break the root effect.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
20
Weight: 0.1
Scroll: Aspect of the Wolf
Scroll
Class: Ranger
Requires Level 25
Imbue the aspect of the wolf into your target, increasing their movement speed while active. This movement speed bonus will scale with your level.
Merchant Value:
circle
0
circle
0
circle
0
circle
8
circle
0
Weight: 0.1
Scroll: Assemble Bones
Scroll
Class: Necromancer
Requires Level 12
Summon a skeletal servant to await your bidding. Requires a Bone Fragment.
Merchant Value:
circle
0
circle
0
circle
0
circle
1
circle
0
Weight: 0.1
Scroll: Awaken Bravery
Scroll
Class: Cleric
Requires Level 20
Increase your group's Health by 50 and Armor Class by 25 for 45 minutes.
Merchant Value:
circle
0
circle
0
circle
0
circle
16
circle
0
Weight: 0.1
Scroll: Awaken Courage
Scroll
Class: Cleric
Requires Level 4
Increase your group's Health by 20 and Armor Class by 10 for 45 minutes.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
20
Weight: 0.1
Scroll: Back Hand
Scroll
Class: Monk
Requires Level 10
Strike your enemy with a back hand, the impact of this hit changes based on which Gate is currently active. While this ability is on your bar, successful auto attacks have a 20% chance to release a follow up attack, dealing moderate damage. Damage Modifiers: CON No Gate - Deals moderate damage. Gate of Balance - Startles the enemy and increases their chance to be Critically Hit from all sources for 60 seconds. Gate of Soul - Increases damage of your Chi based abilities for 30 seconds. Gate of Anger - Increases your Block chance for 10 seconds.
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
60
Weight: 0.1
Scroll: Backflip
Scroll
Class: Monk
Requires Level 14
Backflip out of harm's way, dodging the next source of Physical damage for 5 sec.
Merchant Value:
circle
0
circle
0
circle
0
circle
1
circle
50
Weight: 0.1
Scroll: Backstab
Scroll
Class: Rogue
Requires Level 8
General Technique Strike your enemy from behind with a powerful attack, bypassing some of their armor. Must be behind your target. Requires a Piercing weapon. Damage Modifiers: DEX, AGI
Merchant Value:
circle
0
circle
0
circle
0
circle
0
circle
40
Weight: 0.1
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